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7 votes
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RPG Maker and learning game design
I have been making a game with Rpg maker MZ in my free time. It is a slow process, but it is coming along. With no background or experience with coding, I had attempted to jump into Unity a while...
I have been making a game with Rpg maker MZ in my free time. It is a slow process, but it is coming along. With no background or experience with coding, I had attempted to jump into Unity a while ago, but quickly became overwhelmed and gave up. Rpg Maker has felt like a great onboarding for learning game design. The simplicity of making events, adding in sprites, sound effects, dialog and anything else you want is amazing. I've gone from googling how to do the simplest of things, and now have a full town with npcs, a dungeon with puzzles and a few quests, and usually able to figure out any problems on my own. It feels like my own little world. I even have a small discord that I post updates to and get suggestions/comments from friends and family.
I think when I am done with this demo, I may give Unity another shot. I feel like I have a much better understanding of how to think when designing a game. I know Unity is a much bigger step, but I feel like I can at least see the staircase now.
So I guess my question for you is, what other programs have been instrumental to your game design journey? Have you used Rpg Maker and what are your thoughts on it?
16 votes -
Godot 4.1 is here, smoother, more reliable, and with plenty of new features
16 votes -
What’s a genre or style you wish was explored more in games?
It’s often argued that open-world, zombie survival, and the likes have been overdeveloped and variety needs to be introduced to help stimulate an otherwise stale market. What do you wish upcoming...
It’s often argued that open-world, zombie survival, and the likes have been overdeveloped and variety needs to be introduced to help stimulate an otherwise stale market. What do you wish upcoming games had that the others do not? Were there any titles that just fell shy of your expectations?
66 votes -
The genius AI behind The Sims
8 votes -
Making games
14 votes -
Solarus, a lightweight, multiplatform, free and open-source 2D game engine
19 votes -
The famous Nuclear Gandhi glitch in Civilization is a hoax
52 votes -
Finland games industry disappointed by new immigration reforms – 30% of the industry is made up of gaming professionals that have immigrated to the country
10 votes -
A dialog in Real Time Strategy - The early years of competition between Blizzard and Westwood
18 votes -
Making tutorials feel natural
6 votes -
Pour one out for HDDs because PC games are starting to require SSDs
59 votes -
How to discuss probability to/as devs and the community?
Consider A game system with a random success rate of 1% (a) (like a loot drop in an mmo) A game system with a random success rate of 1%, pity=100 (b) (pity in this context means the probability of...
Consider
- A game system with a random success rate of 1% (a) (like a loot drop in an mmo)
- A game system with a random success rate of 1%, pity=100 (b) (pity in this context means the probability of success is changed on your 100th successive failure to 100%)
How long would it take a player to earn an their success given 1 attempt/minute?
The answer for (a) is "infinity" which the community rarely accepts. It is possible (though unlikely) for someone to fail forever, they can. The answer for (b) at most 100 attempts (100 minutes).
Developers can describe (a) as the average player will succeed after a little over an hour (~69 attempts). However the 99th precentile takes about 7.5 hours... and the unlucky 1%? Longer. 1 hour and 7.5 hours aren't in the same ballpark.
Anyone have a solution to cut through the mathplexity? Decisions in their own game design or what they've seen others do? I simply have pities when the odds are worse than 1 in 5 or relegate (a) style probabilities to combat systems (non-reward).
16 votes -
The creators of Disney’s new platformer explain the hard lessons of making games for kids
13 votes -
Dev snapshot: Godot 4.1 beta 1
17 votes -
I spent three weeks trying to port Super Auto Pets to the Game Boy Advance
10 votes -
Why it is time to start thinking of games as databases
14 votes -
The OTHER most philosophical video game ever made
8 votes -
Inside the making of Redfall, Xbox's latest misfire
19 votes -
Remedy's creative director Sam Lake shares how the long-awaited sequel to Alan Wake finally became a reality
6 votes -
Patching Salt Lake 2002 to run on modern systems
6 votes -
How I designed Fruit Ninja
9 votes -
Development notes from xkcd's "Gravity" and "Escape Speed"
17 votes -
Does adding story to open world survival games work well? An agonising deep-dive into the strange game that is The Forest.
5 votes -
Blinks are useful in VR, but triggering blinks is tricky
11 votes -
Why I decided not to do Emrakul, and how we shipped it anyway
10 votes -
How two people spent twenty years creating gaming’s most complex simulation system
5 votes -
How hard is it really to create your own video game?
I kind of want to start this discussion because something I’ve always wanted to do is make a video game, even if it’s just a small indie platformer. I’ve even gone so far as to plan out an entire...
I kind of want to start this discussion because something I’ve always wanted to do is make a video game, even if it’s just a small indie platformer. I’ve even gone so far as to plan out an entire game universe timeline with fleshed out characters and factions, but I have no point of reference on where to start. So, how do you start this process and where are some resources to learn?
19 votes -
Douglas Adams on the 'Hitchhikers Guide to the Galaxy' game (1985)
4 votes -
Working at Valve: 'A Fearless Adventure' or 'Lord of the Flies'?
9 votes -
2022 saw launcher bloat turn from a minor annoyance into a genuine problem
12 votes -
Meet the man who invented microtransactions years before Oblivion’s horse armour
6 votes -
Exclusive: Armored Core VI: Fires of Rubicon details with Hidetaka Miyazaki and Masaru Yamamura
5 votes -
Why do God of War's characters keep spoiling puzzles?
1 vote -
Leaderboards aren’t just for games: A pep-talk to inspire developers
3 votes -
Making text adventure games (1985)
4 votes -
Morality in games mechanics
4 votes -
What makes a good detective game?
7 votes -
Evennia, a Python MUD/MU* creation system
4 votes -
Have MMO's lost the RPG?
7 votes -
Open source is democratizing video game development
6 votes -
Open source is democratizing video game development
9 votes -
'It gets better after 100 hours...'
7 votes -
Inform 7 concepts and strategies
7 votes -
Standard patterns in choice-based games
11 votes -
The immoral design of Diablo Immortal
6 votes -
Rockstar Games issue message regarding recent leak
7 votes -
Crafting is (kinda) pointless
10 votes -
Why the hell are there so many fishing minigames?
6 votes -
The making of Wildermyth
5 votes